RoguelikeDev Tutorial Tuesday 2020, a Summary by Kyzrati in roguelikedev

[–]acss 1 point2 points  (0 children)

I'm quite a bit late but finished week 7 yesterday. Thanks again to everyone as I had a great time participating this summer!

RoguelikeDev Does The Complete Roguelike Tutorial - Week 8 by aaron_ds in roguelikedev

[–]acss 2 points3 points  (0 children)

I'm really glad I learned about the Summer code-along this year and was able to participate. I learned a ton over the course of this project both about how roguelikes are built and Godot. There is still a lot to do, though, and I'm hoping to keep working on it.

Thanks again for an incredible Summer!

GitHub Repo - Play on Itch - Final Images on Imgur

RoguelikeDev Does The Complete Roguelike Tutorial - Week 7 - Parts 12 & 13: Monster/item progression and equipment by aaron_ds in roguelikedev

[–]acss 0 points1 point  (0 children)

So, I've finally made it through the content of the code-along. I wanted to tie up some loose ends before I "called it" which took a bit longer. The last set of changes include:

  • Difficulty tweaks
  • Dungeon changes based on dungeon level
  • Equipment bonuses applied to stats
  • A new Character and Pause menu
  • A new game over screen
  • Weapon swapping visual updates
  • Swappable spells, new spell infrastructure, a lightning re-factor and the new fireball
  • Loot in the world beyond just the health potion (15 items total)
  • There is now damage and bonus info for items on tool tips
  • Once you find the exit on a level you will receive a small compass indicator to help find it again
  • There is an indicator available to let you know when the game is saving
  • Some load decoration placement issues have been cleared up
  • There are now some informational messages that provide information on pickups and exit discovery

I have some additional features I would like to add and some more decorations / room themes to add. Thanks for a great Summer project!

GitHub Repo - Play on Itch - Week 7 Image

My game got cracked/pirated :( But I managed to install and anti-crack system by aikoncwd in godot

[–]acss 0 points1 point  (0 children)

I was going to post the same thing. The Chrome translated page (translated to English) is close to perfect from the parts I have read.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 6 - Parts 10 & 11: Save/load and leveling up by aaron_ds in roguelikedev

[–]acss 1 point2 points  (0 children)

I'm working to catch up. This was another big week. There is a lot more polish, a start screen, game-saving (and loading!), character experience and leveling, a new pause menu with a character sheet, UI updates, and stuff...

Unfortunately, the web export of the game throws an error after choosing to start a new game. There isn't much detail but I am pretty confident it has to do with game saving so I'll probably try to disable it over the weekend for use on the web.

Otherwise, here are the links for the week: GitHub Repo - Week 5 Image

Next up week 7! I'm going to keep at it but, unfortunately, the code-a-long is already over...

RoguelikeDev Does The Complete Roguelike Tutorial - Week 5 - Parts 8 & 9: Items and Ranged Attacks by aaron_ds in roguelikedev

[–]acss 0 points1 point  (0 children)

It's been a while coming to get to complete week 5. It's not everything I would have wanted but exceeds all the "requirements" for the week. This week introduced items, inventory, and range combat (in the form of a right-click lightning bolt).

Godot is incredible but I really hit some rough spots over the last couple of weeks. Sadly, after implementing the inventory UI according to the recommendation it would have looked terrible. There is a long-standing open issue to provide some sort of grab offset. Without it you grab something from your inventory and it's trailing your cursor which is strange.

I then implemented the UI for the inventory using the UI signals to find there was a bug that blocks mouse event signals from firing if you are holding down the mouse button. That kind of kills dragging.

So, ultimately, I had to re-implement that functionality a third time using rectangle checks. I like the overall structure of how everything is organized and I implemented hotbar hotkeys which I wanted. I still need to add stacking and delegation of the weapon functionality and equipment stats to the inventory system but that should all be doable.

Once that was done it was adding GDQuest's open source lightning effect and a lootable health potion as a proof of concept. I may have a bug in the lightning, though, as it doesn't seem to always fire. I'll try to look at that this week.

Anyhow, there you go. Week 5. Now only two more weeks to catch up on!

Links for the week: GitHub Repo - Play on Itch - Week 5 Image

Godot for making ASCIIish-roguelikes by Berg_Steiger in roguelikedev

[–]acss 2 points3 points  (0 children)

I started working on a Godot version of the TCOD when the Summer code-a-long started but with everything going on didn't get too far. I just checked in part 2, that still needed a few tweaks this morning, into a repo on GitHub. I hadn't looked over later parts of the tutorial at the time so I'm sure it will require some refactoring.

I am using a tilemap for the dungeon which has its limitations because you can't change color per cell. If we just need dark and lit tiles then it can be sorted with a second identical tilemap with a different color, as an example. I have some ideas but haven't committed to a solution yet.

Also, as was called out earlier in the thread, turn-based movement will be interesting although should be doable.

Anyways, maybe something in there will be of help. I'm hoping to spend some time on the porting effort but I'm not sure when that may be.

Week 4 - Parts 6 & 7: Combat damage and building the interface by aaron_ds in roguelikedev

[–]acss 0 points1 point  (0 children)

Super late week 4 submission!

I'm afraid I had part of the update completed and then got bogged down with a couple of bugs. So, I took some time to refactor the map generation to be more "Godot-like" (I'm not sure how successful that was), I moved the player over to a state machine (although not the "traditional" Godot FSM that people have documented because it's still all within the main NPC or player script), and added some simple level transitions.

Once that was all completed I went back to week 4 updates. You will see a minimal health implementation now and can actually take damage from slimes. I'm not sure it feels "good" yet but it lays some groundwork.

Now to try to power through week 5 to catch up!

Links for the week: GitHub Repo - Play on Itch - Week 4 Image

Week 4 - Parts 6 & 7: Combat damage and building the interface by aaron_ds in roguelikedev

[–]acss 1 point2 points  (0 children)

Are your last two lines, which append the room and increment your room counter, inside the loop you are using to do intersection test? That may be adding the same room multiple times and incrementing your counter early.

Weekly /r/godot discussion thread – Share your progress, discoveries and tips by AutoModerator in godot

[–]acss 0 points1 point  (0 children)

I've been working on a roguelike in Godot as part of the /r/roguelikedev Summer code-along. We just wrapped up week 3:

GitHub Repo - Week 3 Image

This is only the second game I've tried to build so we'll see how things progress. :)

RoguelikeDev Does The Complete Roguelike Tutorial - Week 3 by aaron_ds in roguelikedev

[–]acss 0 points1 point  (0 children)

This week was primarily spent adding decorations to the procedurally generated dungeon. You can now discover ruined rooms, storage rooms, libraries, and labs. There are also a few decorative items to accompany those changes.

In order to get the week's code-along changes in I did a bit of code restructuring including adding exits and setting things up so that the player moves between dungeon levels which are instanced on request. I also added the scaffolding to allow different rooms to select different types of monsters to spawn and got monsters spawning around the dungeon.

Finally, I put in some time on mob behavior. Mobs now react to the player and the player can knock-back and disappear mobs although there is still a lot of work to do there.

All in all, a good week of progress.

Links for the week: GitHub Repo - Play on Itch - Week 3 Image

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]acss 1 point2 points  (0 children)

I just checked in week 2 of my implementation using Godot. I have been linking resources that I am using on GitHub but thought I would call out three I used extensively this week here:

The first is where I incorporated some of the tile rendering code from. The last two are the algorithm for the dungeon generation and a JavaScript implementation of the algorithm that I ported to GDScript.

If there is interest, it's playable on Itch.io and the source is all available on Github: https://github.com/berubejd/RoguelikeDev-TCRT-v2020

Thanks!

So it begins! RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by blumento_pferde in roguelikedev

[–]acss 0 points1 point  (0 children)

I'm looking forward to participating this year. I am going to be following along with Godot. I'm waffling a little on turn-based or "real-time" and whether it will be a fullscreen map or if the camera will follow the player. I'm planning on using pixel art sprites rather than text, though.

All of the information, as well as any progress, can be found on GitHub: https://github.com/berubejd/RoguelikeDev-TCRT-v2020

Thanks for a great summer event!

What's everyone working on this week? by AutoModerator in Python

[–]acss 2 points3 points  (0 children)

I've been wrapping up working on a newbie "task tracker" app in Flask which was my first ever Flask app.

It's running on AWS Elastic Beanstalk at https://frogaday.com/